Used to describe the physical geography of a location. This can include elevation, slope and orientation of features.

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0
votes
1answer
34 views

How to remove terrain in 3d? [duplicate]

After the release of Minecraft I saw more and more rip offs of the game but some actually began to change it up a bit making the game have a organic look instead of the iconic blocky one that ...
2
votes
1answer
595 views

Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
2
votes
1answer
387 views

Proper updating of GeoClipMaps

I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that I just can't seem to understand, specifically this paragraph, and more ...
0
votes
0answers
22 views

Access Terrain data more efficiently

I'm developing an editor tool for terrains. I want to do some calculation every time the terrain is modified by user. Currently I get heightmap with these: TerrainData tData = ...
1
vote
1answer
676 views

Voxel (Marching Cubes) Terrain Creation / Terrain Editing

im working on a voxel based game in unity. the terrain(sphere-->planet) should be out of voxels and at first i built a minecraft like voxel plugin for unity. this means that i had a sphere out of ...
0
votes
1answer
31 views

Calculating a matrix to have the model follow terrain

So I've been messing around with 3D graphics in Java (using lwjgl), and I've hit a bit of a roadblock. I have a heightmap and a cube, and I want to find a way to have the cube rotate to follow the ...
1
vote
1answer
45 views

Normals showing unexpected results

I am making a game in c++ with opengl and glm and was working on my terrain when this happend : as it appears it is renderering just the way i planned it, but my question was, how do i make it ...
0
votes
1answer
43 views

Terrain not rendering like it should be

i was following this tutorial here: https://www.youtube.com/watch?v=yNYwZMmgTJk, in which i was translating from Java to C++ to generate a terrain, and stumbled across this issue: As it appears, it ...
5
votes
0answers
90 views

Diamond-Square algorithm output is random and noisy

I have implemented a rough interpretation of the Diamond-Square algorithm in C++ to create some semi-realistic fractal terrain, but the output just seems like a random y value at each point rather ...
0
votes
1answer
145 views

How can I generate 3D noise in chunks for terrain?

I'm trying to create a voxel engine that uses marching cubes to create smoothed terrain. I have most of it implemented, but I'm struggling with how I should create a noise function in three ...
15
votes
4answers
8k views

Which data structure should be used to represent voxel terrain?

According to the Wikipedia page about voxels, "[...] the position of a voxel is inferred based upon its position relative to other voxels (i.e., its position in the data structure that makes up a ...
68
votes
5answers
18k views

Huge procedurally generated 'wilderness' worlds

I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could ...
1
vote
0answers
36 views

Terrain rendering using Geometry Shader

my idea is render an entire terrain based on heightmap using geometry shader, i am parsing only one point per quad of terrain with the heights of the corners, however for some reason i am not being ...
-2
votes
1answer
82 views

Terrain making in unity [closed]

I'm making a minecraft-like game, I'm trying to make a terrain made of cubes, but copying and pasting the same cube takes too much time and uses too much of my pc's RAM. So, any suggestions?
1
vote
0answers
33 views

How to smooth low-res sampling of noise for voxel terrain

I am attempting to create a new terrain generator as part of a minecraft mod, which works very well if it samples at the full terrain resolution (16x256x16 voxels per terrain chunk). This is extremely ...
1
vote
1answer
53 views

Implementing black map in a 3d game

I am struggling with designing black map and fog of war in a 3d game. Black map is the area that player hasn't explored (completely unknown), while fog of war is the area that player has explored and ...
1
vote
2answers
106 views

Terrain for MMORPG

Im new in game development. I read some papers about LOD and they were always using heightmaps. I got the basic idea what is LOD and what it solves, but yet i am still not sure i understand what i ...
16
votes
1answer
184 views

Flowing GPU compute water

I have a civil engineering background and perform hydraulic and hydrologic analysis' regularly. They sell degrees for that sort of thing, but it's really not rocket science. I recently got it in my ...
0
votes
1answer
103 views

Would Raycast suffice for a game clock based on sun position?

I need help with some logic in my script. I created a dynamic day/night cycle that works fine in itself, but I want to add a game clock that works off the initial position of the sun (Directional ...
4
votes
2answers
584 views

How to place grass on custom terrain mesh

I made a custom terrain mesh and textured it, now I want to place grass on it, but I don't know how. I only find info about grass with the unity terrain. I am not even sure what exactly to look for. ...
4
votes
1answer
201 views

How do I generate random mountains in a sidescroller?

So I'm trying to make a simplified Terraria style world using Perlin noise. I got that working and the terrain is randomized. However the terrain always looks like like a weird cosines curve. Hills ...
0
votes
3answers
114 views

How To generate spiky terrain in 2D?

I am learning game design, and wanted to know how one can automatically generate spiky terrain (something like this: Cavernaut, notice, the terrain at the sides?). I have heard about midpoint ...
4
votes
2answers
220 views

How does one generate mountains out of a Fourier transform?

I am watching this IGN video of No Man's Sky in which the founder/programmer of this game talks about how different is his game from other games. Here he talks about how mathematical equations instead ...
0
votes
0answers
54 views

Unity 5.3.1: Black spots on terrain after applying normal map

When applying a normal to a terrain texture and elevate the area, I see blackness on the side the light is shining. Any idea what is going on here? Here you can see what i mean (added cube to show ...
0
votes
1answer
171 views

deformable terrain

I'm currently working on a 3d sandbox mmo and would like to know what would be the best way to store the terrain of the world. I was thinking about making some kind of mesh, like the kind you would ...
3
votes
2answers
7k views

2D and 3D Perlin Noise Terrain Generation

I'm using 2d perlin noise to generate a heightmap and then adding 3d perlin noise to the heightmap to create overhangs and ridges. But it's not turning out like I would like it to. There are too many ...
1
vote
0answers
38 views

Map generation, issues with midpoint displacement algorithm

I'm trying to generate an endless 2d terrain. So the terrain isn't random per say as the random function I'm using is a hash based on an X,Y coordinate. static public float rand (System.UInt32 x, ...
0
votes
1answer
88 views

Custom Terrain Shader Normal Map Issue?

I've been developing a custom terrain shader in Unity. And I've been having problems with my normal maps. Even after hours of fiddling I still haven't fixed it yet. There are 2 noticeable issues: 1. ...
0
votes
0answers
21 views

JAVA lwjgl 3D Quadmap engine help

I've been trying to make a custom generated level engine that creates a custom flat surface. With my current knowledge of vertices and indices i have successfully created a rectangular surface. My ...
7
votes
3answers
254 views

Why can't I patch my procedural terrain together?

I figured out how to implement a midpoint displacement algorithm to generate a map for my game. I wanted to create an infinitely large world, so I tried to patch two maps together, but they didn't ...
0
votes
0answers
58 views

Java lwjgl 3D custom terrain shape

I have a Terrain class that generates a terrain with 2 nested for loops, one for vertices, and one for indices. for(int i = 0;i < WIDTH;i++){ for(int j = 0;j < HEIGHT;j++){ ...
4
votes
1answer
160 views

How to achieve a layered terrain simlar to Godus

I'm currently playing around with a few examples and techniques for terrain generation and suddenly remembered the game Godus - seen below. Youtube clip of Godus Looking at the material above, it ...
2
votes
1answer
302 views

How can I more efficiently paint grass onto a large terrain object in Unity?

I'm trying to paint a grass onto a large terrain and I want it to cover the entire terrain. Since the brush size can't go past 100 it would seem that I'm stuck painting the entire thing with a small ...
2
votes
2answers
3k views

How to create a walkable 3D terrain

I want to make a terrain for a RPG game that I'm developing. I started modeling the surface and implementing it to my game, but now I realized that i might be doing everything wrong. So I would like ...
1
vote
1answer
82 views

Heightmap terrain picking

I've implemented an OpenGL based terrain unsing a tesselation-shader for dividing each 'terrain-cell' into the desired tiles. The heightmap is uploaded to the GPU and applied on the shader. When it ...
5
votes
1answer
764 views

How to march tiles together like in Terraria?

I've been trying to get tile marching to work like in Terraria, and I got something to work. I don't think it's actually very good way of doing this, so I'm wondering what would be really the main way ...
-1
votes
1answer
152 views

How to create a minecraft style world that is based of a heightmap

for my game I am trying to create a minecraft style world that is based of a heightmap that I made In photoshop. I am trying to make the map like 7km and 1 cube is 1m. but i haven't found a way to do ...
3
votes
1answer
266 views

Removing seams between procedurally-generated spherical terrain tiles

I'm working on procedural planet generation project in Unity. To create a sphere, I use the following technique: Create six planes arranged as faces of a cube Normalize all vertices' positions to ...
5
votes
2answers
200 views

Diamond square algorithm

I'm working on generating terrain on already generated landmass. The landmass and ocean around it consist of hexagons. Hexagons aren't really a concern for me, because I can always interpolate the ...
5
votes
1answer
150 views

Adding terrain features to a perlin noise heightmap

I'm currently using Perlin Noise to generate heightmaps and model moisture levels as well as tree density to create terrain (in the form of 2D tilemaps - think dwarf fortress). How can I generate ...
3
votes
2answers
689 views

Working with chunks of terrain

Let's take for example that in our game, we divide our world (1000x1000 tiles) into chunks of 100x100 tiles. Each chunk contains its own npcs, traps, players, items, whatever. Now, there comes to my ...
1
vote
1answer
26 views

Is there a terrain generation method where seed data is stored for each chunk instead of surface data?

I'm a web programmer but I do like the idea of working on games at some point. As an enthusiast, I'm curious: Is there an accepted terrain building practice in which developers create a generation ...
1
vote
1answer
391 views

Difference between terrain and plane

I'm going to make an environment with trees, walls, rocks, mountains and bushes in Unity 3D 5.1 . I don't know what game object suitable for the ground. I have used both terrain and plane in earlier ...
1
vote
2answers
2k views

Slope polygon collider 2D causing box collider 2D to 'bump' while sliding on it

I'm doing procedural terrain generation. So far I've created the mesh, and attached a 2D polygon collider to it. The terrain is made up of hills going up and down. After doing so, I put a 2D rigid ...
3
votes
1answer
173 views

LibGdx 2d Free-Form Terrain

I have a query about how to create a 2d landscape level using libgdx/ box2d (Or possibly with Unity) for Android and iOs. Let me describe the goal and then the specific points I need help with. What ...
1
vote
1answer
79 views

Generate a 2d mesh terain out of triangles (low details)

I'd like to learn a good algorithm to generate a 2d mesh made out only of triangles to be used as a terrain. Its not important to get a high detail terrain. It should just have a triangle looking ...
4
votes
2answers
2k views

Unity3D: Efficiently loading chunks in an infinite voxel engine

I'm developing a voxel engine in C# using Unity and I'm currently trying to implement infinite terrain, so I took a look at other Unity voxel engines that have infinite terrain. I've seen three ...
2
votes
0answers
107 views

Ways to get around the limiting default terrain shaders in Unity

I am trying to use the Toon Rim Light shader for Unity however there are a few problems when trying to use any custom shaders for a terrain in Unity. The most well known is of course, that all ...
4
votes
2answers
390 views

Procedurally generate rivers for 2-d heightmap terrain

I created an algorithm to procedurally generate 2d worlds based on a heightmap grid. (I used a 2d simplex noise algorithm mapped on the inverse of the distance of each pixel from the center, to ...
68
votes
5answers
14k views

Implementing a 2D destructible landscape (like Worms)

What steps would be involved in constructing a destructible 2D landscape, like in Worms? Ideally, What are some ways that this process could be made efficient as possible?